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we already have with the potion related skills an alchemy focus that seems to be fine. as far as i know harmony is also very important and we have 5 attributes that correspond roughly with the harmony aspect and the 5 elements in chinese culture ( wood, fire, earth, metal, water ) so maybe for each point spend in the mastery +1str +1dex +1int +10health +10energy.
i think it would be very fitting if the mastery is a true support class similiar to nature but more related to that harmony aspect
no idea if that helps but at least i tried xD
The main issue is related to the new "hardcore" dungeons and the related keys. It regularly happens that certain bosses drops a boatload of those keys and not much else, most commonly encountered with Egypt's Telkine.
Now this may seem like a small issue at first – and technically, it is – but it leads to a rather serious problem: Titan Quest is in general very honest when it comes to modding, you modify a value and the result changes accordingly. These keys however do not . This leads me to the assumption that the (current) devs have tampered with the established loot system, making it impossible to predict or control.
Technically, no. But that only means that any more recent changes made by the devs regarding classes are overwritten by my changes. The way TQ mods work, you don't have to update anything as long as the relevant files aren't affected.
Even LootPlus still works very well with the current version, save for some issues that are beyond my capabilities to fix.
Exe: Thank you for all the hard work. I would just be interested in a changelog. For now.
Just to clarify, I myself have no problem with the mythological background of the Neidan. Without introducing anything new to the game (like a damage type for example), the Neidan doesn't present much that isn't already occupied by other classes, and I couldn't find any synergies that made me interested in playing one.
I tried a lot of approaches to "fix" the Neidan, with some very promising skill swaps. But in the end, it still felt like it borrows from everywhere, with no real direction for itself.
@Gorwe
As said, Plage has received a major update. Nature's heal tree as well, mainly making it more cost effective. Deathchill Aura does life leech instead of percental health damage, and so on. If I get to updating the mod I will include a change log, of course.
I won't include the Neidan (except for improved Health and Mana), but I suppose I will leave some things I tried in a subfolder inside the arz-file in case anyone is interested to check it out.
And for the the comment below: Neidian is literally a Chinese word, part of Taoism. It'd be wrong if it's anything Greek, same for Rune, which is explicitly Norse. Titan Quest incorporates three main mythological themes from around the world: Greek, Nord and Chinese (Like in Age of Mythology, with its titans from different civilizations) and you'd be free to make a multi culture character, but no need to go there and Hellenize everything that's not Greek.
Tbh, this already started with Rune(=too Norse), but Rune is a far better skill tree, so nobody noticed? I certainly didn't.
What have you updated interim?
Sure thing, go right ahead. As mentioned below, I was working on an update, but I really can't find a niche for the Neidan to fill. I guess I should release what I already have for the other classes (spoiler: Plague is really great now) and just leave the Neidan in its sorry vanilla state for now.
What do you say?
I regret to inform you that my TQ modding is currently on hold indefinitely. I had been working on an update for the mod, including the Neidan, but stopped in a late but unfisnished state.
I can't say when (or if) I will continue my work, so all I could possibly offer right now is that unfinished version that may or may not be broken (probably Shen Pao if I recall correctly).
The Loot Plus version of this is outdated, sorry.
was this accidental, have i missed something. did i mess up/
Sadly, no. I was very close to completion but first lost the energy and then the time to really finish the update. I can't say if will be able to finish it in the near future, but I hope I can find the motivation to get back to it eventually.
did this ever get the update you were looking at doing back in Aug 2022?
still the best mod i've found to be honest.
Regardless, thanks for replying. You have solved many of my objections with Skill / Build part of TQ, now I only need to wait for Costume / Transmog. If(when) the both get solved, TQ will be a game for the ages, literally.
Plans for the future are to finally finish the Neidan, release the new update and with that the mod merger. Which should have been a thing of the past by now but sadly, things I need to do are keeping me away from things I want to do. But I hope I can find some breathing room soon.
As for the future after that, probably not much besides adusting and revisiting some things that still could be improved.
@Filianor
Sorry for not replying sooner, I had read it but somehow missed to answer in a timely fashion.
I'd really like to get "lost" with TQ + this mod(as you are aware), but the lack of transmog bothers me. /meh :)
1. Skill Reworks is not yet merged with the newer version of LootPlus, as the many updates lately make this a tedious procedure. I will include a new merger once this mod and LootPlus are on solid ground.
2. I'll look into this and see if I can reproduce/fix this, thanks for pointing it out.
1. The loot changes don't seem to load at all. I've tested with the chest with the health potions and ever get 3 potions.
2. The skills changes work, but for psionic beam to work properly (i.e. actually channel the staff rather than regular attacks), I have to load the mod as usual, launch my Earth/Dream character, quit to the main menu, then launch the E/D character through "play titan quest" rather than "play custom quest". All the skill changes are preserved and the beam now works. However the loot issues exist irrespective of this wrangling to get psionic beam to work.
Otherwise, really great mod as far as skills are concerned!
The Shen Pao addon skill for once, as the new "activate on monster death" template is extremely finicky. And I want to turn Weakest Chakra into a direct high-damage (boss killer) spell, but balancing that is actually pretty tough if you don't include weapon damage.
One of the problems is that the Neidan doesn't really have a niche to fill, it's rather random in its abilities and damage types.
Will look through changes though.
If you want to take a look at the current state, I put a link to Skill Reworks v1.2 in its current state in my link pastebin: https://pastebin.com/KyhsHRNZ
It's loose files for now, so you'll have to build it first. It also includes a changelog, but the Neidan changes are missing for now. I plan to write an explanation on the class and what was reworked once I'm done.
If you want to discuss anything, let's do so in your old discussion thread.
Actually, I'm almost finished reworking the Neidan class (and adding some changes to the others), but some skills still give me a headache. I have switched out a lot, and I think it's really fun to play now, but there's still some points that need polishing.
Thanks for the help and advice. I will try to do as you wrote, if it does not work out I will turn to those who are making new skills.
I'm not really sure if this will work. Usually you have a skill that has a chance to use both weapons at once for extra damage. If you just want the ability to wield a weapon in the off-hand without using it (for the buffs from that weapon for example), you could try to set dualWieldOnly in the Qualifying Weapons category of any skill dbr to 1 and see if that allows you to do that. You may even try to set it to 1 in the mastery dbr, but I have no idea if it works that way.
As I said, someone who has the experience to build a new class from the ground up might be more suited to help you with that problem, though.
I mean, just make it so that the character can immediately carry two weapons like with the Dual Wield skill, just just the ability to carry a weapon without 12 damage and without double attacks and throws. If you know how to do this, please tell me. I was always surprised that you need to carry two weapons forever, and many classes would change very much and become a little stronger than now, being able to carry, for example, two swords
@((DANTE))
You mean adding a completely new skill beside the existing ones? I'm sure that's entirely possible, but I think people who did actual mastery mods are more suited to help you in that regard.
@-AOD- Bruce Campbell
It seems to be compatible without problems, though it doesn't alter the new mastery in any way, of course.
Hey! I think you already know all the files by heart, could you tell me? is it possible to build a skill into a character? and how to do it (when creating, the skill was already with it without swinging it)
Thanks